Stretch Goals

So, what would happen if our Indiegogo campaign got more money than we asked for? Our life would generally be easier, since we asked for the bare minimum required to make Ithaka of the Clouds, but that’s not all: we’d also use the money to go back and remake/update The Strange and Somewhat Sinister Tale of the House at Desert Bridge and The Book of Living Magic. But what exactly would that entail?

In the case of Desert Bridge, I would personally like to go back and completely recreate the game using the same tools as we used for the later games. There’s a variety of reasons for this: for one thing, the game doesn’t run on a lot of modern systems, though it does run on some. Remaking it would also be a chance to fix certain inelegancies and issues that the old version still has, bringing it more in line with the Lands of Dream as a whole. However, I wouldn’t really want to change the game’s style, which is intentionally much cruder than that of, say, The Sea Will Claim Everything. Gregory Weir captured the game’s intent very accurately when he wrote:

Remember when you were a kid and you’d just played Myst and Dare to Dream, and you found Hypercard on your school computers, and you decided to make an adventure game? And it was going to be the coolest game ever, with all sorts of secrets and jokes and you spent hours drawing the backgrounds in a wide-ruled spiral notebook?

No? Maybe that was just me. Anyway, this is that game.

Of course, Desert Bridge is also an entirely adult story about the relationship between the creator and the created, but these two layers aren’t contradictory. Quite the opposite – they require one another. The silly 3D buttons and the use of Comic Sans aren’t a flaw, they are a feature. Some people have gotten very angry about such things with the rise of indie games and their different aesthetics, but quite frankly it’s irrelevant to me; I predate the current indie games scene, and if you have a look at the games I made before Desert Bridge, you’ll notice this wasn’t exactly my regular shtick.

Am I nevertheless tempted to change the game’s style? Yes. I’d be curious to see Old Man Bill’s house in a new light. But how do you square that with a game where you have to help a character repair the interface? And how much of the magic would be lost? Because there really is something magical about these child-like drawings.

Which brings us to The Book of Living Magic. A game I’m very fond of, that contains some great moments, but which I sometimes feel is caught somewhere between looking like a child’s drawing and looking like a children’s book. This wasn’t an error on Verena’s part, but simply the way we were thinking at the time. It’s the influence of Desert Bridge, it’s us thinking that we want something that looks smoother but that doesn’t have a completely different style. So it’s somewhere in-between. It still has a magic of its own – there’s something about these rougher graphics that encourages the imagination – but it feels like it could be improved.

Certainly there were many aspects of the game that suffered due to the limitations of the medium – I was fighting to keep the filesize down, which forced me to make the game smaller than it had been intended. It was always meant to be shorter than Desert Bridge, but some of the cuts bothered me. Losing an entire screen of the Forest of Eyeballs deprived the world of dozens of unspeakably terrible puns, for instance. And generally speaking, there are various aspects of the game that could be improved, to create a smoother, richer experience. (If I get the chance to do this, the Flash version will also be updated. I am still very grateful to Jay is Games for their sponsorship of a game that most sponsors didn’t even want to touch. Trying to sell that game was a massively discouraging experience, and though Jay is Games couldn’t give me the kind of sponsorship the big gaming portals could afford, it still kept me going.)

An additional change I might be tempted to make would be getting Chris to compose an original piece of music for the ending of The Fabulous Screech. What’s there works really well, but the fact that it’s not original bothers me; and wouldn’t it be appropriate to have an in-game transition from Helen to Chris? (For clarification: since The Fabulous Screech came as something of a surprise for me, I didn’t really have the time to plan it properly. Most of the music in it was written for The Book of Living Magic, but since I didn’t have an appropriate piece for the ending, I used a very lovely piece of royalty-free music by Kevin MacLeod.)

I don’t think anyone has ever made anything quite like the Lands of Dream games. The way they interact with each other without being sequels/prequels, the way their themes and stories interconnect but are still separate entities, is (I think) fairly unique in the world of games, and probably my/our biggest contribution to the medium, at least in purely structural terms. It would be really exciting to be able to polish them all up so they can really appear as they were meant to, so you can point at them and say “this is the Lands of Dream cycle” without having to add anything about this one being old and that one being broken. They’re meant to coexist.

The Music of the Lands of Dream – Part I

Here’s an update from Chris Christodoulou, the amazingly talented composer of The Sea Will Claim Everything and now Ithaka of the Clouds:

Hi, I don’t believe we have met before. Allow me to introduce myself. I’m Chris and I’m your travel age— sorry, I mean I’m the composer of Ithaka of the Clouds. Some of you may know that I’ve worked with Jonas and Verena before on “The Sea Will Claim Everything”. What most of you might not know though is that TSWCE turned out to be one of the best projects I’ve ever done. I loved it so much that when I learned that Jonas is making a new Lands of Dream game I didn’t wait to see if he would contact me for the gig, instead I immediately sent him an e-mail asking for it (more like demanding actually). As you can see my strategy was successful!

For this crowd-funding campaign Jonas and I thought it would be nice if I made a small video about the music of the game. After all some of the money—your money—is coming to me, not to mention that many of you will be getting the soundtrack of the game once it’s released. It’s only fair if you have an idea of what’s going on behind the scenes, music-wise.

But what would the content of said video actually be?

I really didn’t want to stand in front of the camera and talk about music. I could do that… Believe me, I could do that all day long, but there would be no point to it… Instead, I thought I’d get a bit more practical and actually write a piece from scratch for all of you lovely people helping us out.

So, in the video below (and the next one or two… or one, we’ll see…) you’ll get a glimpse of what goes into writing a Lands of Dream piece—or rather, a part of a piece. If you can’t read music don’t worry about it, you can just listen. And if at any point things get a tiny-bit too technical, fear not. Just let the little black dots do the talking.

Thank you for watching, thank you for the support and see you next time,

Chris

P.S. By the way, if any of you have questions about the music do leave a comment here or on YouTube and I’ll get back to you with another comment or in the next video.

The video is really worth watching, even if you don’t know anything about composing. I don’t, and I thought it was amazing.

Support Ithaka of the Clouds on Indiegogo!

A Q&A with Joseph Kyranzes

Check out this wonderful video with our intelligent, kind, erudite and entirely real producer, Joseph Kyranzes. Who is not fake. At all. Really.

Ithaka of the Clouds – An Update

My favourite piece of concept art.

The first few days of the campaign have been amazing. We freaked out a little when Paypal suddenly stopped processing contributions for almost a day (just our luck), but once everything was fixed we saw that quite a few people were actually supporting us. It’s slowed down now, but we’ve already reached more than $7000! Which is amazing. Seriously. Wow. Thank you. THANK YOU!

We’ve also made it into the press – RPS, PC Gamer, Adventure Gamers, IndieGames.com, even Eurogamer. At this point it looks like Ithaka is getting more attention than The Sea Will Claim Everything!

It’s still a long way to reaching our goal, though, and we could really use your support. Not just in the form of contributions, but also in spreading the word. There are a lot of websites out there that have never heard of the Lands of Dream, or that can’t imagine that games like these could have fans. There are also many people who might hugely enjoy Ithaka of the Clouds, but who don’t generally think of themselves as gamers and who normally would never hear about a project like this one. You can do a lot to help make Ithaka happen by tweeting about it, sharing links on Facebook, and letting your favourite sites that haven’t covered it know that it exists. Don’t spam anyone, but retweet/share/submit buttons do exist for a reason. (They do, right? Because otherwise I may have been doing it all wrong…)

We’d like to do a video giving you a bit more information about the various perks, but before we do: does anyone have any questions? We’ll gladly answer them, in the comments or in the video. We’ve put a lot of care into making each of these perks as cool and unique as possible, because we really don’t want to feel like we’re ripping you off. If you’re going to pay a lot of money, you should at least get something special.

We will, of course, also answer questions not related to the perks! Several people have asked when the game is set, for example, to which the answer is “a long time before any of the other games”. So you will be returning to many of the locations you’ve seen before, but they will be quite different.

Ah, I’m rambling again. Do feel free to ask if there’s anything you want to know, and see you in the next update.

Clown of the Jungle

Sometimes trying to get something really important done feels a lot like this.

(I remember watching this cartoon with my dad when I was a kid. We both loved it, and we still mention it every now and then. And much to my surprise, it’s as good as it was when I first saw it. I sent him the link a while ago and he agrees. Good to know some things do hold up.)

The Endearing Forest

The Endearing Forest
The Endearing Forest

Yes, the Oneiropolis Compendium is finally being updated again! Today you may learn the curious history of an entirely unique forest.

As you set out for Ithaka…

A glimpse.

Ithaka of the Clouds has been on my mind for a long time. It began as a tiny seed of an idea: a game about a troll. From there it grew over the years, never withering despite the hardships that we faced. It became the tale of two trolls: a tale of love and life and long journeys. But it still wasn’t quite ready – until suddenly a title appeared, and everything fell into place. Καβάφης showed me the way.

Constantine Cavafy (1863-1933) is widely considered one of the greatest Greek poets, and I agree with that assessment. Poems like Ithaka, Waiting for the Barbarians and Thermopylae have been a huge influence on me. I wish I could share with you how wise Ithaka is, how relevant the satire of Waiting for the Barbarians remains, how well Thermopylae expresses my understanding of struggle and principles. Sadly, Cavafy’s poetry does not translate well into English or any other language that I know. But while I can’t share the beauty of his poetry with most of you, I can share the paths to the Lands of Dream that it opened up for me.

Ithaka of the Clouds will not be a direct adaptation of the work of Cavafy, but it will be thoroughly entwined with its themes. His poems are often divided into three categories: the sensual, the historical, and the philosophical. Ithaka of the Clouds will draw on all three as it tells the story of two lovers travelling across the Lands of Dream. (Those of you who have played previous games of mine will recognize that these themes have been there since the beginning.)

But what will it be like? Well, I’m not going to tell you everything. As usual, you can expect a game that doesn’t draw a line between the serious and the silly. You can expect a game that is more interested in people and places and details than it is in complex puzzles. You can expect colourful handdrawn graphics by Verena Kyratzes and another astounding soundtrack by Chris Christodoulou. You can also expect it to be big – bigger even than The Sea Will Claim Everything, which was much bigger than a lot of people expected. The gameplay will remain simple and focused on the exploration of spaces (literal and metaphorical), but there will also be new elements – trolls are builders and craftsmen, after all, and in this game there are two of them. And because the story is about journeys, it will be more focused on moving forward; you will wander across many lands.

There’s more, of course, but I’m not going to tell you. Enjoying the journey is the whole point.

Very soon there will be an Indiegogo campaign to help make this game possible. We’ll be asking for a lot less than most projects, but we will still need a lot of support to make this happen. Ithaka of the Clouds is really, really important to us. It may be the last major Lands of Dream game, and it will play a very significant role in the greater tapestry of stories; if the funding campaign works out, it will not only significantly improve our lives (so we can make this game without starving), but it will also allow us to create something that we are deeply invested in.

These strange, bittersweet games have probably been our most significant contribution to the medium. They mean a lot to a lot of people, in a very personal way. For me, they are probably the main reason that I haven’t abandoned the medium yet; when I’m depressed by the difficulties of being an indie game developer, it’s the fact that people care so much about the Lands of Dream that keeps me going. Being able to make Ithaka of the Clouds would be more than just wonderful; it would be life-changing and life-affirming.

Best of Casual Gameplay 2012

It's an award.Yay! In the Best of Casual Gameplay 2012 awards, The Sea Will Claim Everything was voted #1 in Narrative, The Fabulous Screech was voted #1 in Interactive Art or Experimental, and Traitor was voted #2 in the Shooter category. This has really helped to cheer me up after these last few extremely depressing and discouraging days. The Best of Casual Gameplay awards may not be as prestigious as some of the big indie awards, but they do mean a lot to me, because I know that a lot of the people who enjoy my games have found them via Jay is Games, and the fact that this audience voted for my games feels significant.

People often sneer at “casual gamers”, but in my experience they are far more open to intellectually and emotionally challenging work than any other group of gamers (to the limited degree such things really exist) I’ve encountered. Perhaps it’s because they are less interested in debates about theory and more focused on experience. Or maybe I’m wrong, who knows? But I’m grateful either way.

Now back to writing about Ithaka of the Clouds.